JOIN US IN VALENCIA IN NOVEMBER, 23rd and 24th

Fusion of New Technologies to Enhance Serious Games Outcome

Over the last 10 years, the use of serious games in several fields like learning, simulation, training, health, well-being, management, assessment or marketing exploded. We gained a deeper knowledge on their efficiency and effectiveness, in particular taking into consideration the needs of the digital natives’ generation, and the single or combined use of scientific and artistic fields has grown in acceptance. However, there are still several barriers in the large-scale adoption of serious games. How can these fields be combined to achieve the best possible results? How to increase the perceived quality of serious games in front of the latest emerging entertainment games? How to ensure the capacity of serious games as valuable learning and training tools?

During JCSG 2017, experts will answer these questions by presenting and discussing recent developments, focusing on merging different technologies and arts to provide cutting-edge solutions to further improve the application of serious games in multiple fields.

The upcoming JCSG 2017 will focus on the challenges and benefits of combining different new emerging technologies and methods with a special interest in mixed reality interfaces and neuroscience based tools. It offers participants a valuable platform to discuss and learn about latest developments, technologies and possibilities in the development and use of serious games. Participants can expand their knowledge in the field of serious games and experience how a fusion of several new technologies can enhance learning, assesment and clinical outcomes.

JCSG 2017 invites submissions on the following topics:

Theory

Game design models and principles

Game platforms

Security

User modelling and adaptive games

Game effectiveness and efficiency

Stealth assessment

Metrics

Cross-sensing

Neural mechanisms of user experience

Technologies

VR/AR

Mixed reality

Gestural interfaces

Psychophysiological based interfaces and metrics

Neuroscience based tools

Neurogaming

AI techniques

Adaptive user interfaces

Robotic inspired interfaces

Applications

Marketing

Health

Well-Being

Management

Leadership

Innovation

Cultural heritage

Simulation

Training

Submission and Publication

Scientists and practitioners from the closely related communities on Serious Games (GameDays and SGDA) are cordially invited to present their latest research achievements and best-practice results and to submit full papers (e.g., surveys, new research approaches including related work, new concepts and at least first user studies), short papers (e.g. best-practice results or new ideas and concepts, not necessarily proven with an evaluation study), demo papers (description of games, products and prototypes), poster presentations (new ideas, research approaches, etc.) or proposals for workshops (2hours, half day or full day).

Authors can demonstrate their games at the Serious Games Showcase, which is part of the conference, and have an opportunity to win the “Best Serious Games Award” for 2017.

Format and Template:

All papers will be reviewed by a scientific committee (at least three reviews per paper). Submissions are reviewed based on originality and quality of the content, relevance and clarity of presentation.

Important Dates

15th Jun 2017: Paper Submission Deadline

30th Jul 2017: Notification of Acceptance

21st Aug 2017: Early Registration Deadline

23-24 November 2017: Conference at Polytechnic University of Valencia, Spain

Program

Keynote speakers

Valery Shute

Val Shute is the Mack and Effie Campbell Tyner endowed professor of education at Florida State University. Before coming to FSU in 2007, she was a principal research scientist at Educational Testing Service (2001-2007) where she was involved with basic and applied research projects related to assessment, cognitive diagnosis, and learning from advanced instructional systems and where she generally honed her psychometric skills. Prior to ETS, Val worked in industry for two years, and before that, she was enthusiastically employed at the Air Force Research Lab in San Antonio, Texas (1986-1999).

She earned a Ph.D. in cognitive/educational psychology from the University of California, Santa Barbara (1984), and held a two-year postdoctoral fellowship at the Learning Research and Development Center.

Her general research interests hover around the design, development, and evaluation of advanced systems to support competencies. Towards this end, she’s been involved in (a) exploratory and confirmatory tests of aptitude-treatment interactions using the controlled environments offered by intelligent tutoring systems, (b) student modeling research (currently evangelizing the use of evidence-centered design), and (c) developing automated knowledge elicitation and organization tools. An example of current research involves using immersive games with stealth assessment to support learning—of cognitive and noncognitive knowledge and skills. Another example of current research involves externalizing mental models and assessing understanding of complex phenomena. She and her colleagues are developing a suite of model-based tools that are used to assess understanding and provide the basis for informative and reflective feedback during instruction.

Baltazar Fernández

Dr. Baltasar Fernández-Manjón is a Full Professor in the Department of Software Engineering and Artificial Intelligence (DISIA) at the Complutense University of Madrid (UCM). Dr. Fernández-Manjón has been associate professor (1998-2011) and the Vice Dean of Research and Foreign Relationships at the Computer Science School of this university (2006-2010). In 2010-2011 he has been Visiting Associate Professor at Harvard University and Visiting Scientist at LCS-MGH. He leads the Complutense e-learning research group <e-UCM>. He is IEEE Senior Member. He is the former Academic Director of the Computer Science School of Centro de Estudios Superiores Felipe II (Aranjuez, Spain) (2001-2006). He received a Bachelor in Physics (major in Computer Science) and a PhD in Physics from the UCM. He is member of the IFIP Working Group 3.3 “Research on the Educational uses of Communication and Information Tecnlogies” and of the Spanish Technical Committee for E-learning Standarization (AENOR CTN71/SC36 “Tecnologías de la información para el aprendizaje”). His main research interests are e-learning technologies, educational uses of serious games, application of educational standards, and user-modelling, having published more than 100 research papers on these topics. He is also co-organizer and program committee member of several conferences (e.g. Digital Health, DIGITEL, ICALT, ICWL) and associate editor of several special issues about e-learning (e.g Computers In Human Behaviour, Simulation and Gaming).

He also act as R&D evaluator and reviewer for the European Commission (i.e. IST, eContentPlus, ETEN) and Spanish research programmes (e.g. ANEP, ACAP, ANECA). check our web site www.e-ucm.es

Kam Star

Kam Star is a digital media entrepreneur, inventor, researcher, investor and award winning games developer. Creating his first computer game in 1986, he studied Architecture and his PhD on games and gamification. He is deeply passionate about innovation in play, behavioural influence and collective intelligence.

Founder of PlayGen, Kam designs and develops playful solutions and platforms for delivering engaging experiences across the digital landscape. He has produced gaming projects for the European Commission, BBC, AVIVA, Eden Project, UNESCO, McKinsey, Oxford and Cambridge Universities, EPSRC, NESTA, NHS, TSB, Wellcome Trust and many more.

Dr. Star also founded Digital Shoreditch, bringing outstanding creative, technical and entrepreneurial talent of London closer together, hosting 1500 speakers and over 50,000 attendees. Through Digital Shoreditch Kam has worked with City of London, London Stock Exchange, London and Partners, Ogilvy & Mather, Pearson, Amazon, City University, Queen Mary’s University, Ordnance Survey and hundreds of other awesome individuals and organisations.

Venue

Location

Universitat Politècnica de València

Ciudad Politécnica de la Innovación

Camino de Vera, s/n

46022 Valencia

Travel

How to get there:

By air The airport (Manises International Airport) is about 8 km from the city centre. To see information about all the airline companies operating out of this airport, please click here. How to get from the Airport to Valencia city: – By bus: click here – A taxi from the airport will cost approximately 25-30 Euros. – Underground: Every 10-20 minutes approximately. More information about timetable and fares, please visit metrovalencia.com.

By train Valencia Estació Nord and Valencia Joaquin Sorolla-Alta velocidad stations are situated in the city centre. For information on timetable and fares, please visit renfe.es.

By coach Valencia coach station is located on the bank of the former course of the River Túria. This is the stopping place for regular services arriving from all over Spain. For further information, please visit turisvalencia.es.

By car The AP-7 Motorway runs down the East Coast of Spain connecting Valencia to the main European Motorway network and to A-23 Sagunto-Somport and the A-3 Madrid-Valencia dual Carriageway.

By sea Although Valencia is principally an industrial port it also operates a frequent ferry service to the Balearic Islands and is the starting point for many Mediterranean Cruises. It is well connected to the city centre by a number of frequent bus routes. For more information, please visit valenciaport.com.

Accomodation

The organization of JCSG 2017 has agreed special prices for the reservation of hotels through the UPV travel agency office of “Viajes El Corte Inglés”.

The reservations will be done indicating the reference “JCSG 2017” to: